if you check wotn_templates.zip, and use wotn2_template.bmp, that's the full one. And for the $cliptotextures messing up already cropped ones doesn't make any sense, It works fine on my end, so I don't know why your studiomdl is acting up on correctly sized textures (note: if already sized /...
The "decompiled" one, isn't really decompiled, its the cropped version from $cliptotextures from studiomdl, if you open up the model, that's what you get, which is why the textures becomes that. If you use the already cropped version and recompile, nothing changes, because it already is using...
original SMD and decompiled SMD is the same, due SMD are not encrypted, they are all TXT based files with X,Y,Z cords. Then your source file isn't an SMD file, and is either a MAX, or any other 3D program file. Which means that when you export to SMD, you break the actual UV cords, or the...
the BMP is directly from the source model (aka, the SMD file), and your "template" isn't even using the correct UV cords nor size for the HL1 SMD files. Using the crest texture on the template is an easy copy paste, but you will notice its not using the full texture space, because none of the...
You do not need the template, and the template itself is a incorrect dimension, I simply used the UV texture that had correct placement and created my own template, because the "template" bmp isn't really a template.
If you use the correct dimensions, as I saved the BMP as (8 bit BMP), you get...
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